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Garth Midgley unless specified




- Transformers for PS2 -

Realtime Environment
Decepticon Spaceship and Alaskan exterior

Summary

I was the sole artist on level - 06, The Decepticon Spaceship, for Transformers.
I was given the brief to design and build a 650 metre (2130 feet) long Spaceship that "parks" itself and teeters on a 1 1/2 kilometre (1 mile) high cliff ledge. At first you must play through the Spaceship Horizontally amd then, when it falls off the ledge and embeds itself in an icelake, you must be able to escape from by playing through the same level Vertically.
It was a very challening level as our jump height defined the Vertical puzzles and layout, and the Vertical layout then in turn defined the Horizontal, and overall, design.
I used a base mesh for both iterations of the level and then swapped in and out geometry unique to either the Horizontal or Verticening level as our jump height defined the Vertical puzzles and layout, and the Vertical layout then in turn defined the Horizontal, and overall, design.
I used a base mesh for both iterations of the level and then swapped in and out geometry unique to either the Horizontal or Vertical version to control gameplay. I started with a 'plastic world' that we used to design and test puzzles and feasibility, and when we were happy with that I was able create the real thing, being sure to stay as close to the plastic world as possible. The deadline was tight for this level and I didn't have time for concepting, so I had to design it in 3D as I went, assisted by a few doodles for specific machinery here and there.
Although the vertical limitations were frustrating at times, it did force me to approach my modelling from a totally different perspective, and these limitations then brought about their own unique design.

These models are copyright of Atari Melbourne House.
Modelled in Softimage XSI 3.5.1


Level 06 - Spaceship
Aspects: design, modelling, texturing & animation

Horizontal version



Vertical version